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I made a simple test upon its inception that loaded the same image with different offsets and identifiers and managed to call each identifier successfully from separate viewports or a conditional in a single viewport and all was well.

This change would make it possible to load a single bitmap with mini-images in different coordinates and display each with a different identifier and coordinates - without the hit of having to buffer it N times where N is number of idents.

copper: curiousity leads me to ask why you use seperate bitmaps for the album art drop shadow instead of a: a single bitmap drawn over the album art (draw order is irrelevant here because the relevant bits are outside the album art), or b: a bitmap strip?